Character Sheet
Character Name:
Mercy
Iconic Framework: Crazie
Player Name: Dan
Google Handle: Danjal73
Rank: Veteran 3
Experience: 45 (40 XP or 8 advances earned by this account)
Advances Left:
Race: Human
Age: 29
6' 1", red hair, two lip piercings, tattoos and black M.O.M. implants.
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10, Vigor d10
Charisma: 0;
Pace: 12;
Parry: 8;
Toughness: 7 ((Reflexes, others are -2 to hit the Crazie)) ;
Strain: 0
Skills:
(15 plus 5)
- Fighting d12 (cost 5 from Training HJ roll)
- Shooting d10 (cost 4)
- Psionics d10 (cost 2, starts as a 6)
- Stealth d6 (cost 2)
- Driving d6 (cost 2)
- Tracking d4+2 (cost 1, +2 from IF)
- Climbing d4 (cost 1)
- Notice d4+2 (cost 1, +2 from IF)
- Persuasion d6 (cost 2)
Hindrances
- Delusional (Major) Mercy knows she died and was reborn immortal due to her implants.
- Overconfident (Major) Mercy has utmost confidence in her immortal super human abilities.
- Hard of Hearing (Minor) What? -2 to noise related Notice Rolls.
- Curious (Minor) Why? It's a mystery lets investigate! What killed the cat? Speak up dear.
- Seasoned: Bloodthirsty: “Bathing in the blood of my enemies” has the potential to become a disturbing reality for a Crazy with this Hindrance. Her friends may need to keep her on a tight leash in some cases.
- Veteran: Delusional: Mercy believes all technology has souls and are alive. Most machines just don't know how to talk to us, unlike Mark, her APC who does talk to her.
Edges
- Sublime Chaos: The tumultuous storm of neuroses, psychoses, and other issues crashing about in a Crazy’s head sometimes swirl into a beautiful rainbow of total disconnection from reality. The Crazy with this Edge understands how to ride the waves of her insanity like a surfer masters those of the sea. The greater part of her mind is simply elsewhere, leaving behind a nearly machine like entity that gets the job done. While Losing It, a Crazy with this Edge is able to perform actions not normally allowed by Berserk, including using her psionics. She also only suffers a −1 to Trait rolls during her Coming Back period.
- Major Psionics: A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge. Major Psionics may also: Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2. Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
- Master Psionics: Superhuman powers of the mind and spirit become the purview of the Master Psionic, making her a true threat against the most powerful foes in the world. Upon taking this Edge, the character gains the Mega Power option for all the powers she knows. Each time she takes the New Power Edge, she gains both the power and its Mega Power version.
- Quick: Discard draw of 5 or less for a new & higher card for Initiative.
- Berserk details (when in a state of Losing It): While Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting, Strength, melee damage rolls, and Toughness. The warrior ignores all wound modifiers while Berserk. Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he hits a random adjacent target (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses. See Losing It and Getting It Together below.
- Split the Seconds: Crazies often find themselves living between the ticks of the clock. This Edge grants an extra action to the character each round. There is no multi-action penalty for this action, and it can be a repeat action, such as firing a gun or swinging a sword again. It cannot, however, be used for movement, such as Running.
- Rich = Nuclear Mk2 & 5000 credits
- Martial Arts
- Acrobatics
- Gymnastic Master
- Gun Nut
- Off the Handle
- PP add 10 ISP
- Battle Hardened
- Dead Shot
Psionics - Master Psi "Mega Powers"
ISP: 30
PP Recharge: 1 ISP per hour.
All Trappings are Mind Over Matter, concentration, no outward visible signs. Even Onslaught is "mostly" invisible as it bolts out from her hand streaking towards an enemy. These bolts are like a wavy ripple and a distorted image.
[list]
- ONSLAUGHT[list]
[*]Power Points: 2– 8 or 4 (Spend 1 ISP to double the Range to 36/72/144, or 2 ISP to multiply the base range × 10, to 180/360/720).
[*]Range: 18/36/72
[*]Duration: Instant
[*]The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage. [/list]
- GREATER BOOST/LOWER TRAIT [list]
[*]Power Points: 4
[*]Range: Smarts × 2
[*]Duration: 3 (1/round)
[*]This Mega Power doubles the power’s effect; two die types for a success, four with a raise. [/list]
- GREATER SPEED [list]
[*]Power Points: 2
[*]Range: Touch
[*]Duration: 3 (1/round)
[*]This Mega Power triples her Pace to: Pace 36. [/list]
- GREATER SMITE [list]
[*]Power Points: 4
[*]Range: Touch
[*]Duration: 3 (1/round)
[*]This Mega Power version of smite confers two effects: 1.) The bonus damage is +4 or +8 with raise, and the damage becomes Mega Damage. 2.) The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc. [/list]
Peacemaker Body Armor
- NG Heavy Peacemaker Armor +6 (+3 HJ added to Armor = +9) and grants +2 Toughness.
- While wearing Toughness: 18 (9) & others are -2 to hit the Crazie.
- Full Environmental Protection.
- Strength Minimum d8.
Mountaineer Mk 2 "Mark"
- Size 6, Acc/TS 10/50 (Maximum speed 120 mph)
- Toughness 31 (16)
- Crew 2+8
- Remaining Mods 6
- Notes: All-Terrain, Handling 1, Environmental Systems, M.D.C. Armor, Sensor Suite
- Mark 2
Long Stick aka. Wooden "Short Sword"
- Damage: Str+1d6
- Weight: 5 lbs
- Cost: Priceless
- Notes: Mercy found this long sharp stick on the ground while working with Reid's Rangers.
Chain Great Sword
- Damage: Str+2d10
- Weight: 22 lbs
- Cost: 18,500
- Notes: AP 2, Parry −1, 2 hands.
M411(5.56) Pre Rifts Rifle Mercy's Favorite Weapon
- SDC Weapon (Smite turns it into MDC, with a Trapping and extra damage)
- Range: 40/80/160
- Damage: 2d10
- RoF: 3 (+2 to Hit and +2 Damage)
- AP: 4
- Shots: 30 (#mags: 3)
- Weight: 8 lbs
- Cost: 400
- Notes: Auto, 3RB, Integrated scope with night vision and laser targeting (offset two points of Range and/or darkness penalties in addition to Crazie IF offset of 2).
Wilk’s 237 "Backup"
- Range: 15/30/60
[*]Damage: 2d6+1
- RoF: 1
- AP: 4
- Shots: 16 (#mags: 3)
- Weight: 3 lbs
- Cost: 24,000
- Notes: Semi-Auto
Wilk’s 447
- Range: 40/80/160
- Damage: 3d6
- RoF: 1
- AP: 2
- Shots: 20 (#mags: 3)
- Weight: 5 lbs
- Cost: 18,000
- Notes: Semi-Auto
Desert Eagle (.50) Pre Rifts Pistol
- SDC Weapon (Smite turns it into MDC, with a Trapping and extra damage)
- Range: 15/30/60
- Damage: 2d8
- RoF: 1
- AP: 2
- Shots: 11 (#mags: 3)
- Weight: 8 lbs
- Cost: 400
- Notes: Semi-Auto
Armor Piercing Grenades
- Range: 5/10/20
- Damage: 3d8
- RoF: 1
- AP: 8
- Shots: —
- Weight: 0.25
- Cost: 700
- Notes: Mega Damage, SBT
- Has 7
NG-S2 Survival Pack
[*]Weight 30
[*]One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
[*]One sleeping bag, also insulated.
[*]One flashlight, with a concealed pocket knife.
[*]One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled overtime (+2 to Survival rolls related to land navigation). A mirrored back allows for re reflective signaling to others if the sun is out.
[*]One short-range radio
[*]One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
[*]One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
[*]Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
[*]One fire starter
[*]One survival knife, one small hatchet, and one wooden cross.
[*]Four signal flares.
[*]One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
[*]One bar of soap and a sterilized cloth.
[*]One canteen.
[*]Two weeks’ worth of minimal sustenance survival rations in sealed pouches.
[*]Bug spray, ant repellent, can of "RAID".
Cash/Credit: 3200
Advances
- Initial Advances: (From Hindrances): Sublime Chaos & Master Psionics
- Free Edge (Human): Split the Seconds
- HJ: Pro Edge - Major Psionics
- HJ: New Power: Speed
- IF: Quick & Berserk Edges
- Novice 1 Advance: Rich
- Novice 2 Advance: Agility
- Novice 3 Advance: PP 10 ISP
- Novice 4 Advance: Acrobatics
- Seasoned 1 Advance: Strength
- Seasoned 2 Advance: Gymnastic Master
- Seasoned 3 Advance: Off the Handle
- Seasoned 4 Advance: Battle Hardened
- Veteran 1 Advance: Gun Nut
- Veteran 2 Advance: Martial Arts
- Veteran 3 Advance: Psi Blade
- Veteran 4 Advance:
- Heroic 1 Advance:
- Heroic 2 Advance:
- Heroic 3 Advance:
- Heroic 4 Advance:
- Legendary 1 Advance:
- Legendary 2 Advance:
- Legendary 3 Advance:
- Legendary 4 Advance:
Retired Character 2017
Returned 2019
As an Immortal, bloodthirsty, machine loving (Mark talks and machines have souls) loon Mercy (not her real name) is a member of Ried's Rangers when she meets up with the rest of the party. At 6'1" this red head is a tall, thin overconfident, hard of hearing (-2 to noise related Notice Rolls), super curious young woman, somewhat jaded over time as a member of Ried's Rangers. She loves using pre-fall guns (adding Smite!) and has recently found a extremely powerful long wooden stick! She's here to help!